CHAPTER 11: Balancing Function and Fashion Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs Addison Wesley is an imprint of © 2010 Pearson Addison-Wesley. All rights reserved. Introduction • User experiences play a critical role in influencing software acceptance – Conversational messages have their limits – Design needs to be comprehensible, predictable, and controllable – Information layout is important – Multiwindow coordination – Designing for large, fast, high-resolution color displays 1-2 © 2010 Pearson Addison-Wesley. All rights reserved. 11-2 Error messages • Phrasing of error messages or diagnostic warnings is critical, especially when dealing with novices • Avoid – imperious tone that condemns user – messages that are too generic (e.g. WHAT? or SYNTAX ERROR) – messages that are too obscure (e.g. FAC RJCT 004004400400) • Be specific Poor Better SYNTAX ERROR Unmatched left parenthesis ILLEGAL ENTRY Type first letter: Send, Read, or Drop INVALID DATA Days range from 1 to 31 BAD FILE NAME File names must begin with a letter © 2010 Pearson Addison-Wesley. All rights reserved. 1-3 11-3 Error messages • Constructive guidance and positive tone – Messages inform how to correct the problem – Hostile messages can disturb non-technical users: • FATAL ERROR, RUN ABORTED • CATASTROPHIC ERROR: LOGGED WITH OPERATOR • Negative terms such as ILLEGAL, ERROR, INVALID, BAD should be eliminated or used infrequently Poor Better Run-Time error ‘-2147469 (800405): Method ‘Private Profile String’ of object ‘System’ failed. Virtual memory space consumed. Close some programs and retry. Resource Conflict Bus: 00 Device: 03 Function: 01 Remove your compact flash card and restart Network connection refused. Your password was not recognized. Please retype. Bad date. Drop-off date must come after pickup date. © 2010 Pearson Addison-Wesley. All rights reserved. 11-4 1-4 Error messages • User-centered phrasing – User controls the interface, initializing more than responding – User should control amount of information system provides, e.g. • tool tips; • help button for context-sensitive help; • extensive online user manual 1-5 © 2010 Pearson Addison-Wesley. All rights reserved. 11-5 Error messages - Appropriate physical format • use UPPERCASE-only messages for brief, serious warnings • avoid code numbers; – if required, include at end of message • debate over best location of messages, e.g. – near where problem arose – placed in consistent position on screen – near to, but not obscuring relevant information • audio signals useful, but can be embarrassing place under user control 1-6 © 2010 Pearson Addison-Wesley. All rights reserved. 11-6 Development of effective messages • Have messages evaluated/tested by suitable people • Put in user manuals and give them high visibility • Users remember the one time they had difficulties rather than the 20 times when everything went well • Recommendations – Increase attention to message design – Establish quality control – Develop guidelines • • • • Have a positive tone Be specific and address the problem in the user's terms Place the users in control of the situation Have a neat, consistent, and comprehensible format – Carry out usability test – Collect user performance data © 2010 Pearson Addison-Wesley. All rights reserved. 1-7 11-7 1-9 © 2010 Pearson Addison-Wesley. All rights reserved. 11-9 Nonanthropomorphic design • attributions of intelligence, autonomy, free will …. can deceive, confuse, and mislead users • clarify differences between people and computers • attractive to some people, an anthropomorphic interface can produce anxiety in others – computers can make people feel dumb – computers should be transparent and support concentrating on the task in hand • anthropomorphic interfaces may distract users – Microsoft’s Clippet character was intended to provide help suggestions • Amused some, annoyed many • Disruptive interference • Lacked appropriate emotional expressions 1-10 © 2010 Pearson Addison-Wesley. All rights reserved. 11-10 Nonanthropomorphic design • Anthropomorphic interfaces may be most useful as teachers, salespeople, therapists, or entertainment figures • An alternative design is to present a human author through prerecorded audio or video • Guidelines – – – – – Be cautious in presenting computers as people. Design comprehensible, predictable, and controllable interfaces. Use appropriate humans for introductions or guides. Use cartoon characters in games or children’s software Don’t use 'I' pronouns when the computer responds to human actions. – Use "you" to guide users, or just state facts. 1-11 © 2010 Pearson Addison-Wesley. All rights reserved. 11-11 Display design • Effective display designs must provide all necessary data in the proper sequence to carry out the task • Mullet and Sano's categories of design principles: – Elegance and Simplicity: unity, refinement and fitness – Scale, Contrast, and Proportion: clarity, harmony, activity, and restraint – Organization and Visual Structure: grouping, hierarchy, relationship, and balance – Module and Program: focus, flexibility, and consistent application – Image and Representation: immediacy, generality, cohesiveness, and characterization – Style: distinctiveness, integrity, comprehensiveness, and appropriateness 1-12 © 2010 Pearson Addison-Wesley. All rights reserved. 11-12 Samples of the 162 data-display guidelines from Smith and Mosier © 2010 Pearson Addison-Wesley. All rights reserved. 1-13 11-13 Display design • Field layout – – – – – Use blank spaces and blank lines. Order alphabetically / chronologically. Use familiar date separators and symbols. 02/31/14 Labels are helpful for all, but frequent users. Distinguish labels from data with case, boldfacing, etc. – Boxes can make a more appealing display, but they consume screen space. – Other coding categories – background shading, color, and graphic icons 1-14 © 2010 Pearson Addison-Wesley. All rights reserved. 11-14 Display design • Results from empirical studies – structured form superior to narrative form – improving data labels, clustering related information, using appropriate indentation and underlining, aligning numeric values, and eliminating extraneous characters improves performance – performance times improve with fewer, denser displays for expert users – screen contents should contain only task-relevant information – consistent location, structure, and terminology across displays important – sequences of displays should be similar throughout the system for similar tasks © 2010 Pearson Addison-Wesley. All rights reserved. 1-15 11-15 Display design complexity metrics • Tullis (1997) developed four taskindependent metrics for alphanumeric displays: – – – – Overall Density Local Density Grouping Layout Complexity 1-16 © 2010 Pearson Addison-Wesley. All rights reserved. 11-16 Display design layout metric • Sears (1993) developed a task-dependent metric called layout appropriateness to assess whether the spatial layout is in harmony with the users’ tasks 1-17 © 2010 Pearson Addison-Wesley. All rights reserved. 11-17 Web page design 1-18 © 2010 Pearson Addison-Wesley. All rights reserved. 11-18 Web page design • Numerous guidelines for web designers are available and can be incorporated into your design process. • Examples include, but are not limited to: • The Java Look and Feel Design Guidelines (Sun, 2001) • Sun’s Web Design Guide (Sun, 2008) • The National Cancer Institute’s Research-Based Web Design & Usability Guidelines (NCI, 2008) • The World Wide Web Consortium’s Web Accessibility Initiative (WAI, 2008) • The Web Style Guide (Lynch and Horton, 2008) • There are numerous web sites that address web design, some of which were created as companions to relevant books: • Web 2.0 How-To Design Guide (Hunt, 2008) • Web Bloopers (Johnson, 2003) • KillerSites.com (Siegel, 1997) 1-19 © 2010 Pearson Addison-Wesley. All rights reserved. 11-19 Web page design Mash-ups are web pages or applications that integrate complementary elements from two or more sources (for example, Craigslist and Google Maps™ 1-20 © 2010 Pearson Addison-Wesley. All rights reserved. 11-20 Window design – Users need to consult multiple sources rapidly – Must minimally disrupt user's task – Need to offer users sufficient information and flexibility to accomplish task, while reducing window housekeeping actions, distracting clutter, eye-head movement • opening, closing, moving, changing size • time spent manipulating windows instead of on task – Can apply direct-manipulation strategy to windows 1-21 © 2010 Pearson Addison-Wesley. All rights reserved. 11-21 Window design • Image browsing – A two-dimensional cousin of hierarchical browsing • Work with large images • Overview in one window (context), detail in another (focus) • Field of view box in the overview • Panning in the detail view, changes the field of view box • Matched aspect ratios between field of view box and the detail view 1-24 © 2010 Pearson Addison-Wesley. All rights reserved. 11-24 • Zoom factors: 5-30 – Larger suggests an intermediate view is needed • Semantic zooming • Side by side placement, versus fisheye view 1-25 © 2010 Pearson Addison-Wesley. All rights reserved. 11-25 Window design • Image browsing – The design of image browsers should be governed by the users’ tasks, which can be classified as follows: • • • • • Image generation Open-ended exploration Diagnostics Navigation Monitoring 1-26 © 2010 Pearson Addison-Wesley. All rights reserved. 11-26 Window design • Personal role management – A role centered design emphasizes the users’ tasks rather than the applications and documents • • • • • Vision statement Set of people Task hierarchy Schedule Set of documents 1-27 © 2010 Pearson Addison-Wesley. All rights reserved. 11-27 Window design • Personal role management – Requirements for personal role management: • Support a unified framework for information organization according to users' roles • Provide a visual, spatial layout that matches tasks • Support multi-window actions for fast arrangement of information • Support information access • Allow fast switching among roles • Free user's cognitive resources to work on task domain actions rather than interface domain actions. • Use screen space efficiently and productively for tasks. © 2010 Pearson Addison-Wesley. All rights reserved. 1-28 11-28 Color • Color can – Soothe or strike the eye – Add accents to an uninteresting display – Facilitate subtle discriminations in complex displays – Emphasize the logical organization of information – Draw attention to warnings – Evoke emotional reactions of joy, excitement, fear, or anger 1-29 © 2010 Pearson Addison-Wesley. All rights reserved. 11-29 Color Guidelines • Use color conservatively • Design for monochrome first • Consider the needs of color-deficient users • Color coding should support the task • Color coding should involve minimal user effort • Color coding should be under user control • Be consistent in color coding • Be alert to common expectations about color codes • Be alert to problems with color pairings • Use color changes to indicate status changes • Use color in displays for greater information density © 2010 Pearson Addison-Wesley. All rights reserved. 1-30 11-30